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Old 05-19-13, 08:06 AM   #256
gap
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Originally Posted by volodya61 View Post
Gabriele, thanks, but explanation was unnecessary , I'm not so stupid
I just wanted to show you differences..
I was more thinking out loud than explaining: I needed to convert your numerical differences into visible features. Also notice that my excercise is based on my understanding of generator properties, which might be wrong in some cases

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Originally Posted by volodya61 View Post
Did you think about the new texture for delay? we can use one of unused nodes.. I mean SmokeAdd node or any other.. I don't think that creation a new node in this (TDW_Materials) file is a good idea..
Adding new material nodes shouldn't be a problem, and it can be quickly done is S3d. Replacing SmokeAdd is a good idea anyway, as apparently it is not used. Maybe you can replace it with some of Rosomaha's textures; try these for instance:

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Originally Posted by Rosomaha View Post
Yes. Sometimes I also noticed like that. Especially working with textures, sometimes instead of new textures in the game appear old or vice versa. This fad JSGME.)
If you are using Fx Updates, this is probably happening because TDW embedded several textures in his custom material dat files, rather than using textures in the tex folder

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Would be awesome to have a slightly delay between the 6 first effects like 1/4 second each...
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Originally Posted by Rosomaha View Post
I am quite satisfied with the big splash effect that we have already achieved. Rosomaha's textures wouldn't fit in it, as it is composed by many small particles randomly combined together. Speed, direction, size, opacity, etc of those particles is evolving over time, but the texture that they are using is always the same. In other words, you cannot treat them as single frame of an animation. The advantage of this metod is that you can use relatively small textures, and that due to their randomness and their interacting with the surrounding environment, you will never see the same huge splash in game

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Originally Posted by Sartoris View Post
I'd be grateful if you could make two versions of this mod: one with explosions, and one without (just the water splashes). In my opinion the explosions look VERY cartoony and outdated, almost like a placeholder graphic. Maybe having just a splash and a burning wreck would look better in the end.

The other option is to try and rework the explosions, although I don't know how difficult that would be.
I don't get your point.
What is your definition of 'explosions' and 'water splashes'?
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Old 05-19-13, 08:54 AM   #257
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@gap: I was referring to the clouds of fire that erupt out of the ship when a torpedo hits. The original animation looks very blocky and unrealistic, while the ones in sh4 looked somewhat better, in my opinion.

When it comes to the water splashes that you're working on, I really like them. It's just that that the original plumes of fire that erupt look very low-resolution.

For example, the fire cloud in this image:

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new series -


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Old 05-19-13, 09:48 AM   #258
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@gap: I was referring to the clouds of fire that erupt out of the ship when a torpedo hits. The original animation looks very blocky and unrealistic, while the ones in sh4 looked somewhat better, in my opinion.

When it comes to the water splashes that you're working on, I really like them. It's just that that the original plumes of fire that erupt look very low-resolution.

For example, the fire cloud in this image:
Okay, I got you now. I hope that we can improve those explosions too
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Old 05-19-13, 09:49 AM   #259
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Originally Posted by Rosomaha View Post
...and some others, like the splash and water-explosion. Maybe you could use something. I sent you the files.
Thanks a lot Rosomaha

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Originally Posted by Fifi View Post
Would be awesome to have a slightly delay between the 6 first effects like 1/4 second each...
I think it's impossible as Gap already mentioned..

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Originally Posted by gap View Post
I was more thinking out loud than explaining: I needed to convert your numerical differences into visible features. Also notice that my excercise is based on my understanding of generator properties, which might be wrong in some cases
I see

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Originally Posted by gap View Post
Adding new material nodes shouldn't be a problem, and it can be quickly done is S3d. Replacing SmokeAdd is a good idea anyway, as apparently it is not used. Maybe you can replace it with some of Rosomaha's textures; try these for instance:
I'm not sure that TDW's file will work after adding new nodes.. though we didn't try yet ..
Yes, I will try these new textures.. maybe for SplashVertAdd (water drops) too.. currently I'm working on other tweaks.. see at the bottom of the post..

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Originally Posted by Sartoris View Post
..When it comes to the water splashes that you're working on, I really like them. It's just that that the original plumes of fire that erupt look very low-resolution.
We aren't working on the water splashes only.. we are working on the whole torpedo explosion effect..
In the image you've posted is not torpedo explosion.. there is secondary explosion on the ship itself.. and we didn't plan to work on it yet..

----------------------------------

Gabriele, over 8 hours and currently working on Creation tab.. as soon as I figured out how it works everything become more easy.. I think I'll finish soon and show some screens.. perhaps new textures not needed more.. I like the effect that has been made so far.. but in any case it must be seen in action rather than on screens.. so probably we need some testers to check it out in the campaign mode..
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Old 05-19-13, 10:00 AM   #260
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you guys don't really understand what the second parameter does for most items in the FPGs and PGs and thus you are getting very weird results. The second parameter is almost always a variation (in the range of 0.0-1.0). Take Life for instance: first parameter is the lifetime and the second parameter is the variation (in 0.0-1.0). So if life was 10 and variation was 0.25 then there can be a +- 25% variation to the life for each particle emitted.
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Old 05-19-13, 10:06 AM   #261
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you guys don't really understand what the second parameter does for most items in the FPGs and PGs and thus you are getting very weird results. The second parameter is almost always a variation (in the range of 0.0-1.0). Take Life for instance: first parameter is the lifetime and the second parameter is the variation (in 0.0-1.0). So if life was 10 and variation was 0.25 then there can be a +- 25% variation to the life for each particle emitted.
What is wrong about my definition of it?

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Originally Posted by volodya61 View Post
EDIT: what means 'variation'?
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Originally Posted by gap View Post
It is the maximum random percent quantity (valid range: 0-1) that can be added or subtracted from the previous settings. For instance:

Velocity=2
Variation=0.1

would mean an intitial velocity of 2 units per second (= 20 m/s ? ) ± 0.2 units per second.
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Old 05-19-13, 10:11 AM   #262
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Creation (Initial/Delay) - => initial splash particle generator spawns two times more particles per unit of time than delay particles.
EmissionArea →
→ SolidAngle 10/0 => initial particles are spawned within a space of 10 deg from henerator's origin; delay particles are more concentrated.
LifeTime 5/12 => initial particle generator lasts only 5 secons; delay generators lasts more than two times longer.
BitmapParticles →
→ MaxParticles 20/30 => the game can render up to 20 initial particles (when this limit is reached, the game waits for old particles to disappear before genereting new ones); maximum number of delay particles is 50% bigger in comparison.
→ Life 2/3 => initial particles last 2 seconds before desappearing. Delay particles can last 50% longer.
→ Size →
→→ Size 0.8/2 => on average, delay particles are 2.5 times bigger than initial particles.
→→ Variation 0.1/0.5 => initial particle size varies two times more than delay particle size.
→ Velocity →
→→ Velocity 3/2.5 => initial particles are a bit faster than delay particles.
→→ Variation 2/1 => initial particle's speed varies two times more than delay particle speed.

What about overlife settings? I see there are some difference between the two generators (creation rate overlife). These settings can have a big impact as well
I don't know where you are getting delay particles from The second parameter is a variation in the range 0.0-1.0. Any values over 1.0 are incorrect. The variation works on the first parameter to give you a +- variation EmissionArea is the only exception as the second parameter defines the angle.
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Old 05-19-13, 10:16 AM   #263
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I don't know where you are getting delay particles from ..
Maybe it's strange but it was yours file..
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Old 05-19-13, 10:21 AM   #264
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Maybe it's strange but it was yours file..
You are referring to the names I used for the Type 4/100 nodes? Ah ok that makes more sense then.

Still the variation values are in range 0.0-1.0. Anything over 1.0 is incorrect.
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Old 05-19-13, 10:26 AM   #265
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Still the variation values are in range 0.0-1.0. Anything over 1.0 is incorrect.
original file of FXU..



I'll fix this before we send you the files with the reworked torpedo explosion effect..
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Old 05-19-13, 10:28 AM   #266
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original file of FXU..



I'll fix this before we send you the files with the reworked torpedo explosion effect..
It appears then I have an error in that file
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Old 05-19-13, 10:33 AM   #267
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It appears then I have an error in that file
Even the Sun has spots

We say - don't mistake the one who does nothing
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Old 05-19-13, 10:34 AM   #268
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It appears then I have an error in that file
yep, "initial" particle velocity variation = 2

I had overlooked this mistake when reviewing your settings as listed by Volodya
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Old 05-19-13, 10:38 AM   #269
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Originally Posted by gap View Post
yep, "initial" particle velocity variation = 2

I had overlooked this mistake when reviewing your settings as listed by Volodya
Stock particles.dat has the same error also .. that's why I didn't pay much attention to it..
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Old 05-19-13, 11:17 AM   #270
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Gabriele, to change file's extension (.dds to .tga) in Photoshop, just 'save as'.. is that all?
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